({(2/u)} can be paid with any two mana or with {U}. This card's converted mana cost is 6.)

Look at the top five cards of your library. If you control more creatures than any other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.

{(2/u)}{(2/u)}{(2/u)}

Sorcery

({(2/u)} can be paid with any two mana or with {U}. This card's converted mana cost is 6.)

Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.

Damping Engine

Damping Engine

{4}

Artifact

A player who controls more permanents than any other can't play lands or cast artifact, creature, or enchantment spells. That player may sacrifice a permanent to ignore this effect until end of turn.

{4}

Artifact

A player who controls more permanents than each other player can't play lands or cast artifact, creature, or enchantment spells. That player may sacrifice a permanent to ignore this effect until end of turn.

Ghazban Ogre

Ghazban Ogre

{G}

Creature — Ogre

At the beginning of your upkeep, if a player has more life than any other, that player gains control of Ghazban Ogre.

2/2

{G}

Creature — Ogre

At the beginning of your upkeep, if a player has more life than each other player, that player gains control of Ghazban Ogre.

2/2

Greener Pastures

Greener Pastures

{2}{G}

Enchantment

At the beginning of each player's upkeep, if that player controls more lands than any other, the player puts a 1/1 green Saproling creature token onto the battlefield.

{2}{G}

Enchantment

At the beginning of each player's upkeep, if that player controls more lands than each other player, the player puts a 1/1 green Saproling creature token onto the battlefield.

Peer Pressure

Peer Pressure

{3}{U}

Sorcery

Choose a creature type. If you control more creatures of that type than any other player, you gain control of all creatures of that type. (This effect lasts indefinitely.)

{3}{U}

Sorcery

Choose a creature type. If you control more creatures of that type than each other player, you gain control of all creatures of that type. (This effect lasts indefinitely.)

Rivalry

Rivalry

{2}{R}

Enchantment

At the beginning of each player's upkeep, if that player controls more lands than any other, Rivalry deals 2 damage to him or her.

{2}{R}

Enchantment

At the beginning of each player's upkeep, if that player controls more lands than each other player, Rivalry deals 2 damage to him or her.

Sokenzan Renegade

Sokenzan Renegade

{2}{R}

Creature — Ogre Samurai Mercenary

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

At the beginning of your upkeep, if a player has more cards in hand than any other, the player with the most cards in hand gains control of Sokenzan Renegade.

3/3

{2}{R}

Creature — Ogre Samurai Mercenary

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

At the beginning of your upkeep, if a player has more cards in hand than each other player, that player gains control of Sokenzan Renegade.

3/3

Thoughtbound Primoc

Thoughtbound Primoc

{2}{R}

Creature — Bird Beast

Flying

At the beginning of your upkeep, if a player controls more Wizards than any other player, he or she gains control of Thoughtbound Primoc.

2/3

{2}{R}

Creature — Bird Beast

Flying

At the beginning of your upkeep, if a player controls more Wizards than each other player, that player gains control of Thoughtbound Primoc.

2/3

Wild Dogs

Wild Dogs

{G}

Creature — Hound

At the beginning of your upkeep, if a player has more life than any other, that player gains control of Wild Dogs.

Cycling {2} ({2}, Discard this card: Draw a card.)

2/1

{G}

Creature — Hound

At the beginning of your upkeep, if a player has more life than each other player, that player gains control of Wild Dogs.

Cycling {2} ({2}, Discard this card: Draw a card.)

2/1

Wild Mammoth

Wild Mammoth

{2}{G}

Creature — Elephant

At the beginning of your upkeep, if a player controls more creatures than any other, that player gains control of Wild Mammoth.

3/4

{2}{G}

Creature — Elephant

At the beginning of your upkeep, if a player controls more creatures than each other player, that player gains control of Wild Mammoth.

{T}: Each non-Wall creature the active player controls attacks this turn if able. At the beginning of the next end step, destroy each of those creatures that didn't attack this turn. Activate this ability only during an opponent's turn, before the combat phase.

1/1

{2}{B}

Creature — Imp

Flying

{T}: Non-Wall creatures the active player controls attack this turn if able. At the beginning of the next end step, destroy each of those creatures that didn't attack this turn. Activate this ability only during an opponent's turn, before the combat phase.

1/1

Taunt

Taunt

{U}

Sorcery

During target player's next turn, each creature he or she controls attacks you if able.

{U}

Sorcery

During target player's next turn, creatures that player controls attack you if able.

{T}: Flip a coin. If you win the flip, draw a card. Otherwise, counter target artifact spell you control that isn't the target of an ability from another creature named Goblin Artisans.

1/1

{R}

Creature — Goblin Artificer

{T}: Flip a coin. If you win the flip, draw a card. If you lose the flip, counter target artifact spell you control that isn't the target of an ability from another creature named Goblin Artisans.

1/1

Mogg Assassin

Mogg Assassin

{2}{R}

Creature — Goblin Assassin

{T}: You choose target creature an opponent controls, and that opponent chooses target creature. Flip a coin. If you win the flip, destroy the creature you chose. Otherwise, destroy the creature your opponent chose.

2/1

{2}{R}

Creature — Goblin Assassin

{T}: You choose target creature an opponent controls, and that opponent chooses target creature. Flip a coin. If you win the flip, destroy the creature you chose. If you lose the flip, destroy the creature your opponent chose.

2/1

Tide of War

Tide of War

{4}{R}{R}

Enchantment

Whenever one or more creatures blocks, flip a coin. If you win the flip, each blocking creature is sacrificed by its controller. Otherwise, each blocked creature is sacrificed by its controller.

{4}{R}{R}

Enchantment

Whenever one or more creatures blocks, flip a coin. If you win the flip, each blocking creature is sacrificed by its controller. If you lose the flip, each blocked creature is sacrificed by its controller.

Enchanted creature has "Whenever this creature deals combat damage to a player, add that much {G} to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps or phases end."

{1}{G}

Enchantment — Aura

Enchant creature

Enchanted creature has "Whenever this creature deals combat damage to a player, add that much {G} to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end."

Sakiko, Mother of Summer

Sakiko, Mother of Summer

{4}{G}{G}

Legendary Creature — Snake Shaman

Whenever a creature you control deals combat damage to a player, add that much {G} to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps or phases end.

3/3

{4}{G}{G}

Legendary Creature — Snake Shaman

Whenever a creature you control deals combat damage to a player, add that much {G} to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.

3/3

Sakura-Tribe Springcaller

Sakura-Tribe Springcaller

{3}{G}

Creature — Snake Shaman

At the beginning of your upkeep, add {G} to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps or phases end.

2/4

{3}{G}

Creature — Snake Shaman

At the beginning of your upkeep, add {G} to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.

2/4

Shizuko, Caller of Autumn

Shizuko, Caller of Autumn

{1}{G}{G}

Legendary Creature — Snake Shaman

At the beginning of each player's upkeep, that player adds {G}{G}{G} to his or her mana pool. Until end of turn, this mana doesn't empty from that player's mana pool as steps or phases end.

2/3

{1}{G}{G}

Legendary Creature — Snake Shaman

At the beginning of each player's upkeep, that player adds {G}{G}{G} to his or her mana pool. Until end of turn, this mana doesn't empty from that player's mana pool as steps and phases end.

At the beginning of the end step, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from the battlefield this turn.

2/3

{2}{G}{W}

Legendary Creature — Human Cleric

Flying

At the beginning of each end step, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from the battlefield this turn.

2/3

Brooding Saurian

Brooding Saurian

{2}{G}{G}

Creature — Lizard

At the beginning of the end step, each player gains control of all nontoken permanents he or she owns.

4/4

{2}{G}{G}

Creature — Lizard

At the beginning of each end step, each player gains control of all nontoken permanents he or she owns.

4/4

Desolation

Desolation

{1}{B}{B}

Enchantment

At the beginning of the end step, each player who tapped a land for mana this turn sacrifices a land. If a Plains is sacrificed this way, Desolation deals 2 damage to that Plains's controller.

{1}{B}{B}

Enchantment

At the beginning of each end step, each player who tapped a land for mana this turn sacrifices a land. If a Plains is sacrificed this way, Desolation deals 2 damage to that Plains's controller.

Discordant Spirit

Discordant Spirit

{2}{B}{R}

Creature — Spirit

At the beginning of the end step, if it's an opponent's turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you this turn.

At the beginning of your end step, remove all +1/+1 counters on Discordant Spirit.

2/2

{2}{B}{R}

Creature — Spirit

At the beginning of each end step, if it's an opponent's turn, put a +1/+1 counter on Discordant Spirit for each 1 damage dealt to you this turn.

At the beginning of your end step, remove all +1/+1 counters on Discordant Spirit.

2/2

Dunerider Outlaw

Dunerider Outlaw

{B}{B}

Creature — Human Rebel Rogue

Protection from green

At the beginning of the end step, if Dunerider Outlaw dealt damage to an opponent this turn, put a +1/+1 counter on it.

1/1

{B}{B}

Creature — Human Rebel Rogue

Protection from green

At the beginning of each end step, if Dunerider Outlaw dealt damage to an opponent this turn, put a +1/+1 counter on it.

1/1

Force Bubble

Force Bubble

{2}{W}{W}

Enchantment

If damage would be dealt to you, put that many depletion counters on Force Bubble instead.

When there are four or more depletion counters on Force Bubble, sacrifice it.

At the beginning of the end step, remove all depletion counters from Force Bubble.

{2}{W}{W}

Enchantment

If damage would be dealt to you, put that many depletion counters on Force Bubble instead.

When there are four or more depletion counters on Force Bubble, sacrifice it.

At the beginning of each end step, remove all depletion counters from Force Bubble.

Form of the Dragon

Form of the Dragon

{4}{R}{R}{R}

Enchantment

At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player.

At the beginning of the end step, your life total becomes 5.

Creatures without flying can't attack you.

{4}{R}{R}{R}

Enchantment

At the beginning of your upkeep, Form of the Dragon deals 5 damage to target creature or player.

At the beginning of each end step, your life total becomes 5.

Creatures without flying can't attack you.

Khabal Ghoul

Khabal Ghoul

{2}{B}

Creature — Zombie

At the beginning of the end step, put a +1/+1 counter on Khabal Ghoul for each creature put into a graveyard from the battlefield this turn.

1/1

{2}{B}

Creature — Zombie

At the beginning of each end step, put a +1/+1 counter on Khabal Ghoul for each creature put into a graveyard from the battlefield this turn.

1/1

Krovikan Vampire

Krovikan Vampire

{3}{B}{B}

Creature — Vampire

At the beginning of the end step, if a creature dealt damage by Krovikan Vampire this turn was put into a graveyard, put that card onto the battlefield under your control. Sacrifice it when you lose control of Krovikan Vampire.

3/3

{3}{B}{B}

Creature — Vampire

At the beginning of each end step, if a creature dealt damage by Krovikan Vampire this turn was put into a graveyard, put that card onto the battlefield under your control. Sacrifice it when you lose control of Krovikan Vampire.

3/3

Osai Vultures

Osai Vultures

{1}{W}

Creature — Bird

Flying

At the beginning of the end step, if a creature was put into a graveyard from the battlefield this turn, put a carrion counter on Osai Vultures.

Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn.

1/1

{1}{W}

Creature — Bird

Flying

At the beginning of each end step, if a creature was put into a graveyard from the battlefield this turn, put a carrion counter on Osai Vultures.

Remove two carrion counters from Osai Vultures: Osai Vultures gets +1/+1 until end of turn.

1/1

Possessed Portal

Possessed Portal

{8}

Artifact

If a player would draw a card, that player skips that draw instead.

At the beginning of the end step, each player sacrifices a permanent unless he or she discards a card.

{8}

Artifact

If a player would draw a card, that player skips that draw instead.

At the beginning of each end step, each player sacrifices a permanent unless he or she discards a card.

Pyromancer's Swath

Pyromancer's Swath

{2}{R}

Enchantment

If an instant or sorcery source you control would deal damage to a creature or player, it deals that much damage plus 2 to that creature or player instead.

At the beginning of the end step, discard your hand.

{2}{R}

Enchantment

If an instant or sorcery source you control would deal damage to a creature or player, it deals that much damage plus 2 to that creature or player instead.

At the beginning of each end step, discard your hand.

Quicksilver Fountain

Quicksilver Fountain

{3}

Artifact

At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land he or she controls of his or her choice. That land is an Island for as long as it has a flood counter on it.

At the beginning of the end step, if all lands on the battlefield are Islands, remove all flood counters from them.

{3}

Artifact

At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land he or she controls of his or her choice. That land is an Island for as long as it has a flood counter on it.

At the beginning of each end step, if all lands on the battlefield are Islands, remove all flood counters from them.

Scavenging Ghoul

Scavenging Ghoul

{3}{B}

Creature — Zombie

At the beginning of the end step, put a corpse counter on Scavenging Ghoul for each creature put into a graveyard from the battlefield this turn.

At the beginning of the end step, if Spiny Starfish regenerated this turn, put a 0/1 blue Starfish creature token onto the battlefield for each time it regenerated this turn.

0/1

{2}{U}

Creature — Starfish

{U}: Regenerate Spiny Starfish.

At the beginning of each end step, if Spiny Starfish regenerated this turn, put a 0/1 blue Starfish creature token onto the battlefield for each time it regenerated this turn.

0/1

Sygg, River Cutthroat

Sygg, River Cutthroat

{(u/b)}{(u/b)}

Legendary Creature — Merfolk Rogue

At the beginning of the end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)

1/3

{(u/b)}{(u/b)}

Legendary Creature — Merfolk Rogue

At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)

1/3

Tombstone Stairwell

Tombstone Stairwell

{2}{B}{B}

World Enchantment

Cumulative upkeep {1}{B} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

At the beginning of each upkeep, if Tombstone Stairwell is on the battlefield, each player puts a 2/2 black Zombie creature token with haste named Tombspawn onto the battlefield for each creature card in his or her graveyard.

At the beginning of the end step or when Tombstone Stairwell leaves the battlefield, destroy all tokens put onto the battlefield with Tombstone Stairwell. They can't be regenerated.

{2}{B}{B}

World Enchantment

Cumulative upkeep {1}{B} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

At the beginning of each upkeep, if Tombstone Stairwell is on the battlefield, each player puts a 2/2 black Zombie creature token with haste named Tombspawn onto the battlefield for each creature card in his or her graveyard.

At the beginning of each end step or when Tombstone Stairwell leaves the battlefield, destroy all tokens put onto the battlefield with Tombstone Stairwell. They can't be regenerated.

Wall of Resistance

Wall of Resistance

{1}{W}

Creature — Wall

Defender (This creature can't attack.)

Flying

At the beginning of the end step, if Wall of Resistance was dealt damage this turn, put a +0/+1 counter on it.

0/3

{1}{W}

Creature — Wall

Defender (This creature can't attack.)

Flying

At the beginning of each end step, if Wall of Resistance was dealt damage this turn, put a +0/+1 counter on it.

0/3

Whirling Dervish

Whirling Dervish

{G}{G}

Creature — Human Monk

Protection from black

At the beginning of the end step, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.

1/1

{G}{G}

Creature — Human Monk

Protection from black

At the beginning of each end step, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.

1/1

Wound Reflection

Wound Reflection

{5}{B}

Enchantment

At the beginning of the end step, each opponent loses life equal to the life he or she lost this turn. (Damage causes loss of life.)

{5}{B}

Enchantment

At the beginning of each end step, each opponent loses life equal to the life he or she lost this turn. (Damage causes loss of life.)

{X}{1}, {T}: Put X charge counters on Ventifact Bottle. Activate this ability only any time you could cast a sorcery.

At the beginning of your precombat main phase, if Ventifact Bottle has a charge counter on it, tap it and remove all charge counters from it. Then add {1} to your mana pool for each charge counter removed this way.

{3}

Artifact

{X}{1}, {T}: Put X charge counters on Ventifact Bottle. Activate this ability only any time you could cast a sorcery.

At the beginning of your precombat main phase, if Ventifact Bottle has a charge counter on it, tap it and remove all charge counters from it. Add {1} to your mana pool for each charge counter removed this way.

All Slivers have "When this permanent enters the battlefield, you may fateseal 1." (Its controller looks at the top card of an opponent's library, then he or she may put that card on the bottom of that library.)

2/2

{3}{U}

Creature — Sliver

All Slivers have "When this permanent enters the battlefield, you may fateseal 1." (To fateseal 1, its controller looks at the top card of an opponent's library, then he or she may put that card on the bottom of that library.)

2/2

New Benalia

New Benalia

Land

New Benalia enters the battlefield tapped.

When New Benalia enters the battlefield, scry 1. (Look at the top card of your library, then you may put that card on the bottom of your library.)

{T}: Add {W} to your mana pool.

Land

New Benalia enters the battlefield tapped.

When New Benalia enters the battlefield, scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)

{T}: Add {W} to your mana pool.

Spin into Myth

Spin into Myth

{4}{U}

Instant

Put target creature on top of its owner's library, then fateseal 2. (Look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)

{4}{U}

Instant

Put target creature on top of its owner's library, then fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)

Unblinking Bleb

Unblinking Bleb

{3}{U}

Creature — Illusion

Morph {2}{U} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Whenever Unblinking Bleb or another permanent is turned face up, you may scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

1/3

{3}{U}

Creature — Illusion

Morph {2}{U} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Whenever Unblinking Bleb or another permanent is turned face up, you may scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

At the beginning of your end step, Crystal Golem phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step. )

3/3

{4}

Artifact Creature — Golem

At the beginning of your end step, Crystal Golem phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)

3/3

Dream Fighter

Dream Fighter

{2}{U}

Creature — Human Soldier

Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during his or her next untap step. )

1/1

{2}{U}

Creature — Human Soldier

Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during his or her next untap step.)

1/1

Equipoise

Equipoise

{2}{W}

Enchantment

At the beginning of your upkeep, for each land target player controls in excess of the number you control, choose a land he or she controls, then the chosen permanents phase out. Repeat this process for artifacts and creatures. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during his or her next untap step. )

{2}{W}

Enchantment

At the beginning of your upkeep, for each land target player controls in excess of the number you control, choose a land he or she controls, then the chosen permanents phase out. Repeat this process for artifacts and creatures. (While they're phased out, they're treated as though they don't exist. They phase in before that player untaps during his or her next untap step.)

Frenetic Efreet

Frenetic Efreet

{1}{U}{R}

Creature — Efreet

Flying

{0}: Flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step. )

2/1

{1}{U}{R}

Creature — Efreet

Flying

{0}: Flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)

2/1

Mist Dragon

Mist Dragon

{4}{U}{U}

Creature — Dragon

{0}: Mist Dragon gains flying. (This effect lasts indefinitely.)

{0}: Mist Dragon loses flying. (This effect lasts indefinitely.)

{3}{U}{U}: Mist Dragon phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step. )

4/4

{4}{U}{U}

Creature — Dragon

{0}: Mist Dragon gains flying. (This effect lasts indefinitely.)

{0}: Mist Dragon loses flying. (This effect lasts indefinitely.)

{3}{U}{U}: Mist Dragon phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)

4/4

Rainbow Efreet

Rainbow Efreet

{3}{U}

Creature — Efreet

Flying

{U}{U}: Rainbow Efreet phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step. )

3/1

{3}{U}

Creature — Efreet

Flying

{U}{U}: Rainbow Efreet phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)

3/1

Reality Ripple

Reality Ripple

{1}{U}

Instant

Target artifact, creature, or land phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step. )

{1}{U}

Instant

Target artifact, creature, or land phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.)

Sapphire Charm

Sapphire Charm

{U}

Instant

Choose one — Target player draws a card at the beginning of the next turn's upkeep; or target creature gains flying until end of turn; or target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step. )

{U}

Instant

Choose one — Target player draws a card at the beginning of the next turn's upkeep; or target creature gains flying until end of turn; or target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.)

Teferi's Honor Guard

Teferi's Honor Guard

{2}{W}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{U}{U}: Teferi's Honor Guard phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step. )

2/2

{2}{W}

Creature — Human Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{U}{U}: Teferi's Honor Guard phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)

2/2

Teferi's Realm

Teferi's Realm

{1}{U}{U}

World Enchantment

At the beginning of each player's upkeep, that player chooses artifact, creature, land, or non-Aura enchantment. All nontoken permanents of that type phase out. (While they're phased out, they're treated as though they doesn't exist. Each one phases in before its controller untaps during his or her next untap step. )

{1}{U}{U}

World Enchantment

At the beginning of each player's upkeep, that player chooses artifact, creature, land, or non-Aura enchantment. All nontoken permanents of that type phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during his or her next untap step.)

Teferi's Veil

Teferi's Veil

{1}{U}

Enchantment

Whenever a creature you control attacks, it phases out at end of combat. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step. )

{1}{U}

Enchantment

Whenever a creature you control attacks, it phases out at end of combat. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)

Vanishing

Vanishing

{U}

Enchantment — Aura

Enchant creature

{U}{U}: Enchanted creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step. )

{U}

Enchantment — Aura

Enchant creature

{U}{U}: Enchanted creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.)

Vaporous Djinn

Vaporous Djinn

{2}{U}{U}

Creature — Djinn

Flying

At the beginning of your upkeep, Vaporous Djinn phases out unless you pay {U}{U}. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step. )

3/4

{2}{U}{U}

Creature — Djinn

Flying

At the beginning of your upkeep, Vaporous Djinn phases out unless you pay {U}{U}. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)

3/4

Vision Charm

Vision Charm

{U}

Instant

Choose one — Target player puts the top four cards of his or her library into his or her graveyard; or choose a land type and a basic land type, and each land of the first chosen type becomes the second chosen type until end of turn; or target artifact phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step. )

{U}

Instant

Choose one — Target player puts the top four cards of his or her library into his or her graveyard; or choose a land type and a basic land type, and each land of the first chosen type becomes the second chosen type until end of turn; or target artifact phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.)

Vodalian Illusionist

Vodalian Illusionist

{2}{U}

Creature — Merfolk Wizard

{U}{U}, {T}: Target creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step. )

2/2

{2}{U}

Creature — Merfolk Wizard

{U}{U}, {T}: Target creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during his or her next untap step.)

When an opponent casts a spell, if Veiled Apparition is an enchantment, Veiled Apparition becomes a 3/3 Illusion creature with flying. That creature has "At the beginning of your upkeep, sacrifice Veiled Apparition unless you pay {1}{U}."

{1}{U}

Enchantment

When an opponent casts a spell, if Veiled Apparition is an enchantment, Veiled Apparition becomes a 3/3 Illusion creature with flying and "At the beginning of your upkeep, sacrifice Veiled Apparition unless you pay {1}{U}."

Veiled Serpent

Veiled Serpent

{2}{U}

Enchantment

When an opponent casts a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature. It can't attack unless defending player controls an Island.

Cycling {2} ({2}, Discard this card: Draw a card.)

{2}{U}

Enchantment

When an opponent casts a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature that can't attack unless defending player controls an Island.

Sacrifice Aerie Ouphes: Aerie Ouphes deals damage equal to its power to target creature with flying.

Persist (When this creature is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefieldunder its owner's control with a -1/-1 counter on it.)

3/3

{4}{G}

Creature — Ouphe

Sacrifice Aerie Ouphes: Aerie Ouphes deals damage equal to its power to target creature with flying.

Persist (When this creature is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

3/3

Aladdin's Lamp

Aladdin's Lamp

{10}

Artifact

{X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library, shuffle all but one of them, put the shuffled cards on the bottom of your library, then draw a card. X can't be 0.

{10}

Artifact

{X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library, put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0.

Choose a player who cast one or more sorcery spells this turn. Backdraft deals damage to that player equal to half the damage dealt by one of those sorcery spells this turn, rounded down.

Bend or Break

Bend or Break

{3}{R}

Sorcery

Each player separates all lands he or she controls into two piles. For each player, an opponent chooses a pile. Destroy all lands in the chosen piles. Tap all lands in the other piles.

{3}{R}

Sorcery

Each player separates all lands he or she controls into two piles. For each player, one of his or her piles is chosen by one of his or her opponents of his or her choice. Destroy all lands in the chosen piles. Tap all lands in the other piles.

Camouflage

Camouflage

{G}

Instant

Cast Camouflage only during the declare attackers step.

This turn, instead of declaring blockers, the defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures. Assign each pile to a different attacking creature at random, and any creatures in that pile that can block the creature do so. (Piles can be empty.)

{G}

Instant

Cast Camouflage only during your declare attackers step.

This turn, instead of declaring blockers, each defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Assign each pile to a different one of those attacking creatures at random. Each creature that can block the creature its pile is assigned to does so. (Piles can be empty.)

Carpet of Flowers

Carpet of Flowers

{G}

Enchantment

At the beginning of your precombat main phase, you may add up to X mana of any one color to your mana pool, where X is the number of Islands target opponent controls.

{G}

Enchantment

At the beginning of each of your main phases, if you haven't added mana to your mana pool with Carpet of Flowers this turn, you may add up to X mana of any one color to your mana pool, where X is the number of Islands target opponent controls.

Dark Depths

Dark Depths

Legendary Snow Land

Dark Depths enters the battlefield with ten ice counters on it.

{3}: Remove an ice counter from Dark Depths.

When Dark Depths has no ice counters on it, sacrifice it. If you do, put an indestructible legendary 20/20 black Avatar creature token with flying named Marit Lage onto the battlefield.

Legendary Snow Land

Dark Depths enters the battlefield with ten ice counters on it.

{3}: Remove an ice counter from Dark Depths.

When Dark Depths has no ice counters on it, sacrifice it. If you do, put a legendary 20/20 black Avatar creature token with flying and "This creature is indestructible" named Marit Lage onto the battlefield.

Defensive Formation

Defensive Formation

{W}

Enchantment

Instead of the attacking player, you assign the combat damage of creatures attacking you.

{W}

Enchantment

Rather than the attacking player, you assign the combat damage of each creature attacking you. You can divide that creature's combat damage among any of the creatures blocking it.

Desecrator Hag

Desecrator Hag

{2}{(b/g)}{(b/g)}

Creature — Hag

When Desecrator Hag enters the battlefield, return to your hand the creature card in your graveyard with the highest power. If two or more cards are tied for highest power, you choose one of them.

2/2

{2}{(b/g)}{(b/g)}

Creature — Hag

When Desecrator Hag enters the battlefield, return to your hand the creature card in your graveyard with the greatest power. If two or more cards are tied for greatest power, you choose one of them.

2/2

Diabolic Servitude

Diabolic Servitude

{3}{B}

Enchantment

When Diabolic Servitude enters the battlefield, return target creature card from your graveyard to the battlefield.

When the returned creature is put into a graveyard, exile that creature and return Diabolic Servitude to its owner's hand.

When Diabolic Servitude leaves the battlefield, exile that creature.

{3}{B}

Enchantment

When Diabolic Servitude enters the battlefield, return target creature card from your graveyard to the battlefield.

When the creature put onto the battlefield with Diabolic Servitude is put into a graveyard, exile it and return Diabolic Servitude to its owner's hand.

When Diabolic Servitude leaves the battlefield, exile the creature put onto the battlefield with Diabolic Servitude.

Firestorm Phoenix

Firestorm Phoenix

{4}{R}{R}

Creature — Phoenix

Flying

If Firestorm Phoenix would be put into a graveyard from the battlefield, return Firestorm Phoenix to its owner's hand instead. It can't be played again until its owner's next turn.

3/2

{4}{R}{R}

Creature — Phoenix

Flying

If Firestorm Phoenix would be put into a graveyard from the battlefield, return Firestorm Phoenix to its owner's hand instead. Until that player's next turn, that player plays with that card revealed in his or her hand and can't play it.

3/2

Gamble

Gamble

{R}

Sorcery

Search your library for a card, put that card into your hand, then discard a card at random. Then shuffle your library.

{R}

Sorcery

Search your library for a card, put that card into your hand, discard a card at random, then shuffle your library.

Grim Reminder

Grim Reminder

{2}{B}

Instant

Search your library for a nonland card and reveal it. Each opponent who cast a card this turn with the same name as that card loses 6 life. Then shuffle the revealed card back into your library.

Whenever a creature is put into a graveyard from the battlefield and another creature is on the battlefield, return the first creature from that graveyard to the battlefield under its owner's control at the beginning of the next end step.

{5}

Artifact

Whenever a creature is put into a graveyard from the battlefield, if another creature is on the battlefield, return the first card to the battlefield under its owner's control at the beginning of the next end step.

Lord of Tresserhorn

Lord of Tresserhorn

{1}{U}{B}{R}

Legendary Creature — Zombie

When Lord of Tresserhorn enters the battlefield, you lose 2 life and sacrifice two creatures, and an opponent draws two cards.

{B}: Regenerate Lord of Tresserhorn.

10/4

{1}{U}{B}{R}

Legendary Creature — Zombie

When Lord of Tresserhorn enters the battlefield, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards.

{B}: Regenerate Lord of Tresserhorn.

10/4

Masticore

Masticore

{4}

Artifact Creature — Masticore

At the beginning of your upkeep, you may discard a card. If you don't, sacrifice Masticore.

{2}: Masticore deals 1 damage to target creature.

{2}: Regenerate Masticore.

4/4

{4}

Artifact Creature — Masticore

At the beginning of your upkeep, sacrifice Masticore unless you discard a card.

{2}: Masticore deals 1 damage to target creature.

{2}: Regenerate Masticore.

4/4

Mercadia's Downfall

Mercadia's Downfall

{2}{R}

Instant

Attacking creatures get +X/+0 until end of turn, where X is the number of nonbasic lands defending player controls.

{2}{R}

Instant

Each attacking creature gets +1/+0 until end of turn for each nonbasic land defending player controls.

Mulch

Mulch

{1}{G}

Sorcery

Reveal the top four cards of your library. Put all land cards revealed this way into your hand and all other cards revealed this way into your graveyard.

{1}{G}

Sorcery

Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.

Oath of Druids

Oath of Druids

{1}{G}

Enchantment

At the beginning of each player's upkeep, that player chooses target player who controls more creatures than he or she does and is his or her opponent. The first player may reveal cards from his or her library until he or she reveals a creature card. If he or she does, that player puts that card onto the battlefield and puts all other cards revealed this way into his or her graveyard.

{1}{G}

Enchantment

At the beginning of each player's upkeep, that player chooses target player who controls more creatures than he or she does and is his or her opponent. The first player may reveal cards from his or her library until he or she reveals a creature card. If he or she does, that player puts that card onto the battlefield and all other cards revealed this way into his or her graveyard.

Power Sink

Power Sink

{X}{U}

Instant

Counter target spell unless its controller pays {X}. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool.

{X}{U}

Instant

Counter target spell unless its controller pays {X}. If he or she doesn't, that player taps all lands with mana abilities he or she controls and empties his or her mana pool.

Power Taint

Power Taint

{1}{U}

Enchantment — Aura

Enchant enchantment

At the beginning of the upkeep of enchanted enchantment's controller, that player pays {2} or loses 2 life.

Cycling {2} ({2}, Discard this card: Draw a card.)

{1}{U}

Enchantment — Aura

Enchant enchantment

At the beginning of the upkeep of enchanted enchantment's controller, that player loses 2 life unless he or she pays {2}.

Cycling {2} ({2}, Discard this card: Draw a card.)

Ring of Renewal

Ring of Renewal

{5}

Artifact

{5}, {T}, Discard a card at random: Draw two cards.

{5}

Artifact

{5}, {T}: Discard a card at random, then draw two cards.

Skyrider Trainee

Skyrider Trainee

{4}{W}

Creature — Human Soldier

As long as Skyrider Trainee is enchanted, it has flying.

3/3

{4}{W}

Creature — Human Soldier

Skyrider Trainee has flying as long as it's enchanted.

3/3

Sneak Attack

Sneak Attack

{3}{R}

Enchantment

{R}: You may put a creature card from your hand onto the battlefield. That creature gains haste until end of turn. Sacrifice the creature at the beginning of the next end step.

{3}{R}

Enchantment

{R}: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.

Soul Echo

Soul Echo

{X}{W}{W}

Enchantment

Soul Echo enters the battlefield with X echo counters on it.

You don't lose the game for having 0 or less life.

At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, an opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove 1 echo counter from Soul Echo instead.

{X}{W}{W}

Enchantment

Soul Echo enters the battlefield with X echo counters on it.

You don't lose the game for having 0 or less life.

At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, target opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove an echo counter from Soul Echo instead.

Sporogenesis

Sporogenesis

{3}{G}

Enchantment

At the beginning of your upkeep, you may put a fungus counter on target nontoken creature.

Whenever a creature is put into a graveyard from the battlefield, put a 1/1 green Saproling creature token onto the battlefield for each fungus counter on that creature.

When Sporogenesis leaves the battlefield, remove all fungus counters from all creatures.

{3}{G}

Enchantment

At the beginning of your upkeep, you may put a fungus counter on target nontoken creature.

Whenever a creature with a fungus counter on it is put into a graveyard from the battlefield, put a 1/1 green Saproling creature token onto the battlefield for each fungus counter on that creature.

When Sporogenesis leaves the battlefield, remove all fungus counters from all creatures.

Sulfuric Vapors

Sulfuric Vapors

{3}{R}

Enchantment

If a red spell would deal damage to a creature or player, it deals that much damage plus 1 to that creature or player instead.

{3}{R}

Enchantment

If a red spell would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.

Tanglewalker

Tanglewalker

{2}{G}

Creature — Dryad

Creatures you control are unblockable as long as defending player controls an artifact land.

2/2

{2}{G}

Creature — Dryad

Each creature you control is unblockable as long as defending player controls an artifact land.

2/2

Temporal Aperture

Temporal Aperture

{2}

Artifact

{5}, {T}: Shuffle your library and reveal the top card. Until end of turn, for as long as that card remains on top of your library, play with the top card of your library revealed and you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.)

{2}

Artifact

{5}, {T}: Shuffle your library, then reveal the top card. Until end of turn, for as long as that card remains on top of your library, play with the top card of your library revealed and you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.)

Thran Turbine

Thran Turbine

{1}

Artifact

At the beginning of your upkeep, you may add up to {2} to your mana pool. You can't spend this mana to cast spells.

{1}

Artifact

At the beginning of your upkeep, you may add {1} or {2} to your mana pool. You can't spend this mana to cast spells.

Time and Tide

Time and Tide

{U}{U}

Instant

Simultaneously, all creature cards that are phased out phase in and all creatures with phasing phase out.

{U}{U}

Instant

Simultaneously, all phased-out creatures phase in and all creatures with phasing phase out.

Timetwister

Timetwister

{2}{U}

Sorcery

Each player shuffles his or her hand and graveyard into his or her library and then draws seven cards. (Then put Timetwister into its owner's graveyard.)

{2}{U}

Sorcery

Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)

Verdeloth the Ancient

Verdeloth the Ancient

{4}{G}{G}

Legendary Creature — Treefolk

Kicker {X} (You may pay an additional {X} as you cast this spell.)

Other Treefolk creatures and Saproling creatures get +1/+1.

When Verdeloth the Ancient enters the battlefield, if it was kicked, put X 1/1 green Saproling creature tokens onto the battlefield.

4/7

{4}{G}{G}

Legendary Creature — Treefolk

Kicker {X} (You may pay an additional {X} as you cast this spell.)

Saproling creatures and other Treefolk creatures get +1/+1.

When Verdeloth the Ancient enters the battlefield, if it was kicked, put X 1/1 green Saproling creature tokens onto the battlefield.

4/7

Victimize

Victimize

{2}{B}

Sorcery

As an additional cost to cast Victimize, sacrifice a creature.

Return two target creature cards from your graveyard to the battlefield tapped.

{2}{B}

Sorcery

Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.

Windfall

Windfall

{2}{U}

Sorcery

Each player discards his or her hand, then draws cards equal to the greatest number a player discarded this way.

{2}{U}

Sorcery

Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way.

Yawgmoth's Will

Yawgmoth's Will

{2}{B}

Sorcery

Until end of turn, you may play cards from your graveyard.

If a card would be put into your graveyard this turn, exile that card instead.

{2}{B}

Sorcery

Until end of turn, you may play cards from your graveyard.

If a card would be put into your graveyard from anywhere this turn, exile that card instead.

Landfall — If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.

Guardian Zendikon

{2}{W}

Enchantment — Aura

Enchant land

Enchanted land is a 2/6 white Wall creature with defender. It's still a land.

When enchanted land is put into a graveyard, return that card to its owner's hand.

Hada Freeblade

{W}

Creature — Human Soldier Ally

Whenever Hada Freeblade or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Hada Freeblade.

0/1

Halimar Depths

Land

Halimar Depths enters the battlefield tapped.

When Halimar Depths enters the battlefield, look at the top three cards of your library, then put them back in any order.

{T}: Add {U} to your mana pool.

Halimar Excavator

{1}{U}

Creature — Human Wizard Ally

Whenever Halimar Excavator or another Ally enters the battlefield under your control, target player puts the top X cards of his or her library into his or her graveyard, where X is the number of Allies you control.

1/3

Hammer of Ruin

{2}

Artifact — Equipment

Equipped creature gets +2/+0.

Whenever equipped creature deals combat damage to a player, you may destroy target Equipment that player controls.

Equip {2}

Harabaz Druid

{1}{G}

Creature — Human Druid Ally

{T}: Add X mana of any one color to your mana pool, where X is the number of Allies you control.

0/1

Hedron Rover

{4}

Artifact Creature — Construct

Landfall — Whenever a land enters the battlefield under your control, Hedron Rover gets +2/+2 until end of turn.

2/2

Horizon Drake

{1}{U}{U}

Creature — Drake

Flying, protection from lands

3/1

Iona's Judgment

{4}{W}

Sorcery

Exile target creature or enchantment.

Jace, the Mind Sculptor

{2}{U}{U}

Planeswalker — Jace

+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library.

0: Draw three cards, then put two cards from your hand on top of your library in any order.

-1: Return target creature to its owner's hand.

-12: Exile all cards from target player's library, then that player shuffles his or her hand into his or her library.

3 loyalty

Jagwasp Swarm

{3}{B}

Creature — Insect

Flying

3/2

Join the Ranks

{3}{W}

Instant

Put two 1/1 white Soldier Ally creature tokens onto the battlefield.

Joraga Warcaller

{G}

Creature — Elf Warrior

Multikicker {1}{G} (You may pay an additional {1}{G} any number of times as you cast this spell.)

Joraga Warcaller enters the battlefield with a +1/+1 counter on it for each time it was kicked.

Other Elf creatures you control get +1/+1 for each +1/+1 counter on Joraga Warcaller.

1/1

Jwari Shapeshifter

{1}{U}

Creature — Shapeshifter Ally

You may have Jwari Shapeshifter enter the battlefield as a copy of any Ally creature on the battlefield.

0/0

Kalastria Highborn

{B}{B}

Creature — Vampire Shaman

Whenever Kalastria Highborn or another Vampire you control is put into a graveyard from the battlefield, you may pay {B}. If you do, target player loses 2 life and you gain 2 life.

Whenever a creature you control with defender blocks, you may gain 2 life.

0/4

Permafrost Trap

{2}{U}{U}

Instant — Trap

If an opponent had a green creature enter the battlefield under his or her control this turn, you may pay {U} rather than pay Permafrost Trap's mana cost.

Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.

Pilgrim's Eye

{3}

Artifact Creature — Thopter

Flying

When Pilgrim's Eye enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.

1/1

Pulse Tracker

{B}

Creature — Vampire Rogue

Whenever Pulse Tracker attacks, each opponent loses 1 life.

1/1

Quag Vampires

{B}

Creature — Vampire Rogue

Multikicker {1}{B} (You may pay an additional {1}{B} any number of times as you cast this spell.)

Swampwalk

Quag Vampires enters the battlefield with a +1/+1 counter on it for each time it was kicked.

1/1

Quest for Renewal

{1}{G}

Enchantment

Whenever a creature you control becomes tapped, you may put a quest counter on Quest for Renewal.

As long as there are four or more quest counters on Quest for Renewal, untap all creatures you control during each other player's untap step.

Quest for the Goblin Lord

{R}

Enchantment

Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord.

As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0.

Quest for the Nihil Stone

{B}

Enchantment

Whenever an opponent discards a card, you may put a quest counter on Quest for the Nihil Stone.

At the beginning of each opponent's upkeep, if that player has no cards in hand and Quest for the Nihil Stone has two or more quest counters on it, you may have that player lose 5 life.

Quest for Ula's Temple

{U}

Enchantment

At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card, you may reveal it and put a quest counter on Quest for Ula's Temple.

At the beginning of each end step, if there are three or more quest counters on Quest for Ula's Temple, you may put a Kraken, Leviathan, Octopus, or Serpent creature card from your hand onto the battlefield.

Raging Ravine

Land

Raging Ravine enters the battlefield tapped.

{T}: Add {R} or {G} to your mana pool.

{2}{R}{G}: Until end of turn, Raging Ravine becomes a 3/3 red and green Elemental creature with "Whenever this creature attacks, put a +1/+1 counter on it." It's still a land.

If an opponent cast a red instant or sorcery spell this turn, you may pay {W} rather than pay Refraction Trap's mana cost.

Prevent the next 3 damage that a source of your choice would deal to you and/or permanents you control this turn. If damage is prevented this way, Refraction Trap deals that much damage to target creature or player.

Rest for the Weary

{1}{W}

Instant

Target player gains 4 life.

Landfall — If you had a land enter the battlefield under your control this turn, that player gains 8 life instead.

Ricochet Trap

{3}{R}

Instant — Trap

If an opponent cast a blue spell this turn, you may pay {R} rather than pay Ricochet Trap's mana cost.

Change the target of target spell with a single target.

Roiling Terrain

{2}{R}{R}

Sorcery

Destroy target land, then Roiling Terrain deals damage to that land's controller equal to the number of land cards in that player's graveyard.

Ruin Ghost

{1}{W}

Creature — Spirit

{W}, {T}: Exile target land you control, then return it to the battlefield under your control.

1/1

Rumbling Aftershocks

{4}{R}

Enchantment

Whenever you cast a kicked spell, you may have Rumbling Aftershocks deal damage to target creature or player equal to the number of times that spell was kicked.

Ruthless Cullblade

{1}{B}

Creature — Vampire Warrior

Ruthless Cullblade gets +2/+1 as long as an opponent has 10 or less life.

2/1

Scrib Nibblers

{2}{B}

Creature — Rat

{T}: Exile the top card of target player's library. If it's a land card, you gain 1 life.

Landfall — Whenever a land enters the battlefield under your control, you may untap Scrib Nibblers.

1/1

Searing Blaze

{R}{R}

Instant

Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls.

Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player and 3 damage to that creature instead.

Seer's Sundial

{4}

Artifact

Landfall — Whenever a land enters the battlefield under your control, you may pay {2}. If you do, draw a card.

Sejiri Merfolk

{1}{U}

Creature — Merfolk Soldier

As long as you control a Plains, Sejiri Merfolk has first strike and lifelink. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)

2/1

Sejiri Steppe

Land

Sejiri Steppe enters the battlefield tapped.

When Sejiri Steppe enters the battlefield, target creature you control gains protection from the color of your choice until end of turn.

{T}: Add {W} to your mana pool.

Selective Memory

{3}{U}

Sorcery

Search your library for any number of nonland cards and exile them. Then shuffle your library.

Shoreline Salvager

{3}{B}

Creature — Surrakar

Whenever Shoreline Salvager deals combat damage to a player, if you control an Island, you may draw a card.

3/3

Skitter of Lizards

{R}

Creature — Lizard

Multikicker {1}{R} (You may pay an additional {1}{R} any number of times as you cast this spell.)

Haste

Skitter of Lizards enters the battlefield with a +1/+1 counter on it for each time it was kicked.

1/1

Slavering Nulls

{1}{R}

Creature — Goblin Zombie

Whenever Slavering Nulls deals combat damage to a player, if you control a Swamp, you may have that player discard a card.

2/1

Slingbow Trap

{3}{G}

Instant — Trap

If a black creature with flying is attacking, you may pay {G} rather than pay Slingbow Trap's mana cost.

Landfall — Whenever a land enters the battlefield under your control, Snapping Creeper gains vigilance until end of turn.

2/3

Spell Contortion

{2}{U}

Instant

Multikicker {1}{U} (You may pay an additional {1}{U} any number of times as you cast this spell.)

Counter target spell unless its controller pays {2}. Draw a card for each time Spell Contortion was kicked.

Stirring Wildwood

Land

Stirring Wildwood enters the battlefield tapped.

{T}: Add {G} or {W} to your mana pool.

{1}{G}{W}: Until end of turn, Stirring Wildwood becomes a 3/4 green and white Elemental creature with reach. It's still a land.

Stoneforge Mystic

{1}{W}

Creature — Kor Artificer

When Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.

{1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.

1/2

Stone Idol Trap

{5}{R}

Instant — Trap

Stone Idol Trap costs {1} less to cast for each attacking creature.

Put a 6/12 colorless Construct artifact creature token with trample onto the battlefield. Exile it at the beginning of your next end step.

Strength of the Tajuru

{X}{G}{G}

Instant

Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.)

Choose target creature, then choose another target creature for each time Strength of the Tajuru was kicked. Put X +1/+1 counters on each of them.

Summit Apes

{3}{G}

Creature — Ape

As long as you control a Mountain, Summit Apes can't be blocked except by two or more creatures.

5/2

Surrakar Banisher

{4}{U}

Creature — Surrakar

When Surrakar Banisher enters the battlefield, you may return target tapped creature to its owner's hand.

3/3

Talus Paladin

{3}{W}

Creature — Human Knight Ally

Whenever Talus Paladin or another Ally enters the battlefield under your control, you may have Allies you control gain lifelink until end of turn, and you may put a +1/+1 counter on Talus Paladin.

2/3

Tectonic Edge

Land

{T}: Add {1} to your mana pool.

{1}, {T}, Sacrifice Tectonic Edge: Destroy target nonbasic land. Activate this ability only if an opponent controls four or more lands.

Terastodon

{6}{G}{G}

Creature — Elephant

When Terastodon enters the battlefield, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller puts a 3/3 green Elephant creature token onto the battlefield.

9/9

Terra Eternal

{2}{W}

Enchantment

All lands are indestructible.

Thada Adel, Acquisitor

{1}{U}{U}

Legendary Creature — Merfolk Rogue

Islandwalk

Whenever Thada Adel, Acquisitor deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles his or her library. Until end of turn, you may play that card.

2/2

Tideforce Elemental

{2}{U}

Creature — Elemental

{U}, {T}: You may tap or untap another target creature.

Landfall — Whenever a land enters the battlefield under your control, you may untap Tideforce Elemental.

2/1

Tomb Hex

{2}{B}

Instant

Target creature gets -2/-2 until end of turn.

Landfall — If you had a land enter the battlefield under your control this turn, that creature gets -4/-4 until end of turn instead.

Treasure Hunt

{1}{U}

Sorcery

Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.

Tuktuk Scrapper

{3}{R}

Creature — Goblin Artificer Ally

Whenever Tuktuk Scrapper or another Ally enters the battlefield under your control, you may destroy target artifact. If that artifact is put into a graveyard this way, Tuktuk Scrapper deals damage to that artifact's controller equal to the number of Allies you control.

2/2

Urge to Feed

{B}{B}

Instant

Target creature gets -3/-3 until end of turn. You may tap any number of untapped Vampire creatures you control. If you do, put a +1/+1 counter on each of those Vampires.

Vapor Snare

{4}{U}

Enchantment — Aura

Enchant creature

You control enchanted creature.

At the beginning of your upkeep, sacrifice Vapor Snare unless you return a land you control to its owner's hand.

Vastwood Animist

{2}{G}

Creature — Elf Shaman Ally

{T}: Target land you control becomes an X/X Elemental creature until end of turn, where X is the number of Allies you control. It's still a land.

1/1

Vastwood Zendikon

{4}{G}

Enchantment — Aura

Enchant land

Enchanted land is a 6/4 green Elemental creature. It's still a land.

When enchanted land is put into a graveyard, return that card to its owner's hand.

Veteran's Reflexes

{W}

Instant

Target creature gets +1/+1 until end of turn. Untap that creature.

Voyager Drake

{3}{U}

Creature — Drake

Multikicker {U} (You may pay an additional {U} any number of times as you cast this spell.)

Flying

When Voyager Drake enters the battlefield, up to X target creatures gain flying until end of turn, where X is the number of times Voyager Drake was kicked.

3/3

Walking Atlas

{2}

Artifact Creature — Construct

{T}: You may put a land card from your hand onto the battlefield.

1/1

Wind Zendikon

{U}

Enchantment — Aura

Enchant land

Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land.

When enchanted land is put into a graveyard, return that card to its owner's hand.

Wolfbriar Elemental

{2}{G}{G}

Creature — Elemental

Multikicker {G} (You may pay an additional {G} any number of times as you cast this spell.)

When Wolfbriar Elemental enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield for each time it was kicked.

4/4

Wrexial, the Risen Deep

{3}{U}{U}{B}

Legendary Creature — Kraken

Islandwalk, swampwalk

Whenever Wrexial, the Risen Deep deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that card would be put into a graveyard this turn, exile it instead.